/Engine/Source/Runtime/Renderer/Public/MeshPassUtils.h
Indirect dispatch a compute shader to RHI Command List with its parameters and mesh shader bindings.
namespace UE { namespace MeshPassUtils { template<typename TShaderClass> void UE::MeshPassUtils::DispatchIndirect ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, const TShaderRef< TShaderClass > & ComputeShader, const [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) & ShaderBindings, const typename TShaderClass::FParameters & PassParameters, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IndirectArgsBuffer, uint32 IndirectArgOffset ) } }